Artisan Archive

Thread: Havester Maintenance too expensive.

Daisame
Fri Jun 27, 2003 8:55 pm
#1

Havester maintenance is just too expensive. I want to be able to play an Artisan skill but still be able to adventure with my friends. At this rate, I need to run missions for an hour just to make sure my harvester can stay open for 1 day. That is assuming I play every day for 1 hour. If I take a few days off... i have to run missions for several hours to keep them running. Then there is the time to make and sell my goods to help offset how many missions I have to run to keep my "hobby" going. I have to be a full time artisan to support a couple harvesters. If I needed a factory... forget it. If you are going to reduce mission payouts, please reduce harvester and structure maintenance. It is just way to costly. It needs to be cut in half, at least. If I went on vacation for two weeks, i would need about 14 hours of missions, just to keep my harvesters from falling down.



Maako,Master Bounty Hunter/Rifleman Intrepid
Luke: "Is the dark side more powerful?"
Yoda: "No, It is quicker, easier, more seductive."

(gnn[[[[[[[[[[]nnnWX9ggggggggggggggggggggggggggggg)

bengland
Fri Jun 27, 2003 9:08 pm
#2

I don't know where you are at in your engineering progression, but harvester maintenance seems ok. If you can't afford 10 harvesters. don't build 10. It is very easy to build and keep 2-3 up and running with minimal effort.



Kick - Master Swordsman Jedi hopeful

Grubz - Master Shipwright, Master Rebel Pilot
Vendor located at -4195, 0, 3124 just Southeast of Theed.
Home of the Low Energy Per Shot Gun.
SillyRodian
Fri Jun 27, 2003 9:39 pm
#3

What are costs for one? Have they changed it since beta?



-sr

Tarus
Fri Jun 27, 2003 11:54 pm
#4

I crafted a deed for one of these and im on tatooine. Where do I have to go to plant it somewhere? I have been running around, but it always says you are not allowed to build here or something.
Daisame
Sat Jun 28, 2003 6:43 am
#5

I don't have 10 I have a Wind Harvester for power and a Mineral Harvester for ore. I would like to build a couple more but it's simply a waste of money and resources.


Wind Harvester: Maintenance: about 1200cr per day


Mineral Harvester: Maintenance: about 650cr per day.


To keep the Mineral Harvester running, I need about 650+ whatever it takes to get enough power (about 1000 power per day. My Wind harvester produces about 2000 per day. That means it costs me about 600cr to get enough wind out of my harvester for a day of mineral extration. That puts my mineral extraction at about 1200cr a day. I only get about 1000 units from my mineral harvester per day. I can get about that much by sampling for a couple hours. They are simply not worth the money. I have to run missions to pay for my harversters. If I spent that time sampling, I would not need to buy harvesters.


I sat next to my newly places mineral harvester and sampled while it was running.


In the time that I sampled 100 resources. The harvester was able to produce 10. How is it that I can sample with my hand tools faster than a machine designed for the sole purpose of extracting resources? And... I can do the same job in 1/10th the time and it costs me 0cr to keep me up and running. And.. no power requiremens either.



Harvesters are EXTREMLY inifficient and expensive. It should be cheaper overall to build things with machinery and factories (in bulk). Not more expensive. I can produce things manually for far less cost and sell them for far less than something that was produced from a harvester and factory.


It just does not make sense.


But for those of you that want the harvesters.. .I will gladly make them for you for 1500K each. They are certainly cheap to make.


Next I will be expiramenting with how much can be produced from a harvester in need of repair. Their abilty to mine is supposed to be reduced as their state of disrepair increases. I will see if it is still worth it to just let them fall apart.




Maako,Master Bounty Hunter/Rifleman Intrepid
Luke: "Is the dark side more powerful?"
Yoda: "No, It is quicker, easier, more seductive."

(gnn[[[[[[[[[[]nnnWX9ggggggggggggggggggggggggggggg)

Zarcath
Sat Jun 28, 2003 7:31 am
#6

what % is your wind generator in? I'm on tatooine and I can't find any spot better then 24%.


-Z

Aslif
Sat Jun 28, 2003 8:28 am
#7

The reason you can sample more with your handsis because its the cheapest harvesters. The architect line has 2 or 3 more types of harvesters in them. Which get resources much faster. You also need to put your harvester on a high vein of minerals. If you get 1000 in a day it is way too low. ON like a 75% vein you can get 2500.
bengland
Sat Jun 28, 2003 9:36 am
#8

at the moment harvesters are kind of borked....



build a wind harvester and get yourself 1 days worth of wind power, spend the 3k and reclaim the deed. From then on, just insert 1 power into the mineral/flora/chemical harvester to kickstart the thing, now you don't need 1250 a day on something that isn't being used except at the start of the harvesters life. I am sure this will be fixed in a subsequent patch. BUT. until it does get fixed, Don't bother keeping it running forever.




Kick - Master Swordsman Jedi hopeful

Grubz - Master Shipwright, Master Rebel Pilot
Vendor located at -4195, 0, 3124 just Southeast of Theed.
Home of the Low Energy Per Shot Gun.
Sarelorn
Sat Jun 28, 2003 12:09 pm
#9

You need to be at least 1024m away from a city. As a general rule, do a /who <yourname>. If it comes up as <yourname> the <yourrace> in <city> on <planet>, you can't build. If it comes up without a city name, you should be ok. There's also an exception at...um...Dearic on Rori I think it is, you need to be further than usual from the town to build.


As to harvesters being too expensive, they aren't when you get to the point that you need them. If you HAVE to have harvesters, you're doing enough business to support them. Also, the merchant profession provides discounts on maintenance costs.




Wubette
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